2 REGISTER_WEAPON(NEX, w_nex, IT_CELLS, 7, WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_HIGH, "nex", "nex", "Nex");
5 void SendCSQCNexBeamParticle() {
7 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
8 WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
9 WriteByte(MSG_BROADCAST, TE_CSQC_NEXGUNBEAMPARTICLE);
11 WriteCoord(MSG_BROADCAST, w_shotorg_x);
12 WriteCoord(MSG_BROADCAST, w_shotorg_y);
13 WriteCoord(MSG_BROADCAST, w_shotorg_z);
14 WriteCoord(MSG_BROADCAST, v_x);
15 WriteCoord(MSG_BROADCAST, v_y);
16 WriteCoord(MSG_BROADCAST, v_z);
19 void W_Nex_Attack (float issecondary)
21 float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, myvel;
24 mydmg = cvar("g_balance_nex_secondary_damage");
25 myforce = cvar("g_balance_nex_secondary_force");
26 mymindist = cvar("g_balance_nex_secondary_damagefalloff_mindist");
27 mymaxdist = cvar("g_balance_nex_secondary_damagefalloff_maxdist");
28 myhalflife = cvar("g_balance_nex_secondary_damagefalloff_halflife");
29 myforcehalflife = cvar("g_balance_nex_secondary_damagefalloff_forcehalflife");
30 myammo = cvar("g_balance_nex_secondary_ammo");
34 mydmg = cvar("g_balance_nex_primary_damage");
35 myforce = cvar("g_balance_nex_primary_force");
36 mymindist = cvar("g_balance_nex_primary_damagefalloff_mindist");
37 mymaxdist = cvar("g_balance_nex_primary_damagefalloff_maxdist");
38 myhalflife = cvar("g_balance_nex_primary_damagefalloff_halflife");
39 myforcehalflife = cvar("g_balance_nex_primary_damagefalloff_forcehalflife");
40 myammo = cvar("g_balance_nex_primary_ammo");
44 flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
46 if(cvar("g_balance_nex_velocitydependent")) // player velocity dependent damage and force
48 myvel = vlen(self.velocity);
49 myvel = bound(cvar("g_balance_nex_velocitydependent_minspeed"), myvel, cvar("g_balance_nex_velocitydependent_maxspeed"));
51 // TODO: make it more obvious (through effects, indicator on weapon) that damage increases when speed increases
52 mydmg *= myvel / cvar("g_balance_nex_velocitydependent_maxspeed");
53 myforce *= myvel / cvar("g_balance_nex_velocitydependent_maxspeed");
56 W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", mydmg);
59 FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_NEX);
62 AnnounceTo(self, "yoda");
64 //beam and muzzle flash done on client
65 SendCSQCNexBeamParticle();
67 // flash and burn the wall
68 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
69 Damage_DamageInfo(trace_endpos, mydmg, 0, 0, myforce * w_shotdir, WEP_NEX, self);
71 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
72 self.ammo_cells = self.ammo_cells - myammo;
75 void spawnfunc_weapon_nex (void); // defined in t_items.qc
77 float w_nex(float req)
81 self.BUTTON_ATCK = bot_aim(1000000, 0, 1, FALSE);
82 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 1, FALSE);
84 else if (req == WR_THINK)
88 if (weapon_prepareattack(0, cvar("g_balance_nex_primary_refire")))
91 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_primary_animtime"), w_ready);
94 if (self.BUTTON_ATCK2)
96 if(cvar("g_balance_nex_secondary"))
98 if (weapon_prepareattack(0, cvar("g_balance_nex_secondary_refire")))
101 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_nex_secondary_animtime"), w_ready);
106 else if (req == WR_PRECACHE)
108 precache_model ("models/nexflash.md3");
109 precache_model ("models/weapons/g_nex.md3");
110 precache_model ("models/weapons/v_nex.md3");
111 precache_model ("models/weapons/h_nex.iqm");
112 precache_sound ("weapons/nexfire.wav");
113 precache_sound ("weapons/nexwhoosh1.wav");
114 precache_sound ("weapons/nexwhoosh2.wav");
115 precache_sound ("weapons/nexwhoosh3.wav");
117 else if (req == WR_SETUP)
118 weapon_setup(WEP_NEX);
119 else if (req == WR_CHECKAMMO1)
120 return self.ammo_cells >= cvar("g_balance_nex_primary_ammo");
121 else if (req == WR_CHECKAMMO2)
122 return self.ammo_cells >= cvar("g_balance_nex_secondary_ammo");
127 float w_nex(float req)
129 if(req == WR_IMPACTEFFECT)
132 org2 = w_org + w_backoff * 6;
133 pointparticles(particleeffectnum("nex_impact"), org2, '0 0 0', 1);
135 sound(self, CHAN_PROJECTILE, "weapons/neximpact.wav", VOL_BASE, ATTN_NORM);
137 else if(req == WR_PRECACHE)
139 precache_sound("weapons/neximpact.wav");
141 else if (req == WR_SUICIDEMESSAGE)
142 w_deathtypestring = "%s did the impossible";
143 else if (req == WR_KILLMESSAGE)
144 w_deathtypestring = "%s has been vaporized by %s";